=============================================================================
Title : Heredoom
Source port : MBF. Use others at your peril.
Author : The Archon
Email Address : I_am_the_archon@hotmail.com
Misc. Author Info : I am not only The Archon, I'm also a client.
Previous works : MBFEDIT!.WAD in EXAMPLES.ZIP of MBF.ZIP
Half to blame for Gatchaman Doom:)
www.geocities.com/Hollywood/Academy/6351/g_doom.html
(Blasted long URLs....)
Description : Heretic Episode 1, but with the Doomguy instead
of the Heretic-guy. Plus some extra twists....
Additional Credits to : Raven for not suing me over this.
Rez for beta testing.
Lee Killough for the MBF engine.
== Play Information =========================================================
Episode and Level # : Maps 01, 10-18, 31, and maybe 32:)
Single Player : Yes
Cooperative 2-4 Player : Yes
Deathmatch 2-4 Player : Yes
Difficulty Settings : If Heretic had them, so do we. (Yes)
New Sounds : Yes
New Graphics : Sure thing
New Music : Yep
Demos Replaced : None
== Construction =============================================================
Base : Heretic Episode 1
Editors used : DeHackEd, DM2Conv, Wintex, DCK 3.62, RMB and Deutex
Build Time : Many evenings.
Known Bugs : You think I make bug-ridden WADs? Ha! I mock you!
Okay, one - if you kill a gargoyle and it leaves mini-gibs
on a lift, then you lower the lift, the gibs stay floating
in mid-air. (Hexen had this problem too, in some spots.)
== Copyright / Permissions ==================================================
Authors MAY use this as a base to build additional levels, if they
keep the credits to Raven and send me a nice e-mail or money.:)
You MAY distribute this WAD provided you include this file, with no
modifications. You MAY distribute this file in any electronic format
(BBS, Diskette, CD, etc.) as long as you include this file intact. I also
suggest that you let me know about it, or I'll send my Golem after you.
== Where to get this WAD ====================================================
Considering all the copyrighted stuff, definitely not CDROM.COM!!!
My webpage.
== Notes ====================================================================
Either use the -skill and -warp 10 parameters to warp to MAP10, where the
fun starts, or use IDCLEV10. (You'll get a reminder if you start on MAP01.)
NAQ (Never-asked questions:)
Q: How do I run it?
A: Unzip it into the same directory as MBF and type HEREDOOM, along with
your favorite command-line stuff (like -skill and -warp)
Q: What's with all these files?
A: Maximum flexibility. Here's the basic rundown:
Heredoom.txt - you're reading it.
Heredoom.bat -
Hereammo.bat -
Herehard.bat - these three batch files are for ease of use. See below.
Heredoom.wad - monsters and sounds.
Heredoom.bex - all the DEH work. A lot of it.:)
Hereammo.bex - makes the game easier if you're used to the Heretic monsters
leaving ammo behind when they die.
It spawns ammo, on a delay. Though not necesarily right on
the corpse of a monster....:)
Hereweak.bex - brings the gargoyle and golem more into line with the real
Heretic monsters - it's loaded by default in HEREDOOM.BAT
If you don't load it, you're going to learn a whole new
way of hurting.:)
Herelev.bex - puts Heretic level names on the automap
Herelev.wad - Heretic levels, textures, etc.
Q: It's too hard! I need more ammo!
A: Type HEREAMMO instead of HEREDOOM. It'll be easier going. You might
need to restart from the beginning, though.
Q: It's too easy!
A: That's what Nightmare is for.:)
A2: Type HEREHARD instead of HEREDOOM, and don't come crying to me when
you come home in a body bag.
Q: Can I play normal Doom with the Heretic monsters?
A: Sure! Either tweak the batch files and get rid of HERELEV.WAD and
HERELEV.BEX, or just use:
MBF -file heredoom -deh heredoom hereweak
Plus whatever files you normally load.
However, some monsters are going to get stuck because they're taller
than the Doom monsters they replaced. If that bugs you, comment out the
"Height =" lines in the BEX by putting a "#" in front of them. If you
need help with this (or you're lazy:), e-mail me and I'll see about
doing it myself.
Q: What monsters go where?
A: Here we go:
Demon -> Gargoyle
Spectre -> Golem
Revenant -> Skull-shooting Golem
Imp -> Gargoyle that tosses fireballs
Mancubus -> Ghost Knight (Tosses red axes that trail blood)
Arachnotron -> Knight (Tosses green axes with the occasional surprise)
Cacodemon -> Wizard
Pain Elemental -> Iron Letch.... um... Lich
Lost Soul -> Lich Tornado attack. It can be killed, like a Lost Soul, so
don't try to wait it out, go after it!
A couple of hanging corpses -> Minor bits of scenery.
Q: What about the Cyberdemon? Spider Mastermind? Former Humans?
A: They're all the same.
Q: What about the Arch-Vile?
A: Same, though he's learned how to bring the Heretic monsters back.:)
Q: What about the Baron of Hell and Hell Knight?
A: Again, they're the same, which isn't to say something else wouldn't
fit perfectly into their slots.... See next question.
Q: How come there's no WereDragons or SabreClaws?
A: What's with the double-capital words? They're not in Shareware Heretic,
and I figure I'm ripping Raven off enough.:) Which isn't to say they
couldn't be added at a later date, after I move to Cuba where hopefully
Raven and the SPA can't touch me.:)
Q: How come there's no Ghost Golems?
A: I ran out of monster slots in Doom. I didn't like any of the obvious
solutions, so I left well enough alone.
Q: How come there's no D'Sparil or Maulotaur?
A: I'm out of projectiles. I'd love to see a Maulotaur in Doom, but I don't
have enough projectiles to go around. Right now even the Lich is a
compromise.
Q: I want to see all the Heretic levels converted!
A: Buy me a house in Cuba.
A2: Some of the later levels rely on the Wings of Wrath and I can't do
those in Doom.
Q: Why isn't this a Doom 1 conversion? It'd fit the ExMy layout better.
A: Many reasons. DM2Conv doesn't like Heretic to Ultimate Doom as much as
Heretic to Doom 2. Also, the engine doesn't like the idea of Doom 2 monsters
in Doom 1 levels, even if all the frames and things are in shape.
Q: Why aren't all the items (torches, etc.) Heretic ones?
A: Too much work.:)
Q: Is this beta?
A: Only when someone finds a bug. Until then, it's final.:)
Q: Are the level conversions faithful?
A: Almost. Heretic artifacts are gone, replaced with Doom ones.
(You'll note some oddly-placed rad suits & rocket launchers.)
Q: Are all the monster conversions faithful?
A: No. If you want to keep the surprises, stop reading here. It's the last
question, anyway.
Spoiler space:
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20 (Halfway home)
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40!
First of all, there's minor differences in how much damage monsters do.
It's not much, just give or take a couple of points. Some sounds are
different, too.
Gargoyle - Pretty much the same. It dies a bit differently, leaving a
small trail of gibs. Their claws are a bit sharper too.
Golem - the little ghostie thing doesn't rise in the air. Minor nitpick.
Assuming you use hereammo.bex, it doesn't drop ammo quite the same as
in Heretic - ammo appears around the corpse in a blue respawn flash,
and might take a while to show up. (Or it might show up early. It's attached
to the pain frames, not the death ones, so it's a bit harder to keep tabs
on. My nasty little invention.:)
Knights - About the same. Note that the Green guy throws the occasional
red axe. According to Murphy's Law, it'll be whenever you aren't
expecting it.
Wizard - He's faster, because he doesn't do the translucent-normal flash
before he fires. Ouch.
Iron Lich - He has only two attacks, a more persistent tornado, and he also
fires a stream of three Golem-attack flaming skulls. And he does one more
thing differently. Think of who he replaces....:)
The Archon
June 5, 1999